the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Conversion industrial plans

Sal

New Member
Messages
20
Hey folks. I’m trying to unlock the Conversion plots for industrial without using the big cheat. I checked on the Wiki and it says that I need 7 level 3 industrial (which I have) and “plans” as well.

Am I right in thinking that these plans come from sending out salvage teams, and if so, is there a list of which buildings or locations unlock certain plots? If there’s a page on the Wiki that I’ve missed then sorry :) got a bit lost in there!

Any help would be appreciated, thanks guys.

Edit: Started making my own list based on the plans that I find out there. So far:
  • Steel Mill (produces steel): Saugus Ironworks
  • Surface Mining Operation (produces copper, concrete, alumnium): Thicket Excavations. Requires you to complete the quest first, and then clear out the raiders that move in.
  • Glue Factory (produces adhesive): Corvega Assembly Plant
 
Last edited:
There is a chance to make a discovery when you clear a location and place a Mark I beacon. I do not believe there is a list of locations yet.
 
Hey both, yeah I have the two standard ones (wood and fertilizer production) - I'm mainly looking for Aluminium, Ceramic, Fiber Optics. I've tried a few logical places with the beacons but not had much luck yet. Will keep trying, but might just hit the cheat button soon if I can't figure it out.
 
Hey both, yeah I have the two standard ones (wood and fertilizer production) - I'm mainly looking for Aluminium, Ceramic, Fiber Optics. I've tried a few logical places with the beacons but not had much luck yet. Will keep trying, but might just hit the cheat button soon if I can't figure it out.
Right, I never had any luck finding more either, but I kept having this uncommon bug with the Beacon system and have all but given up on it for a while. (the Caravaneer that goes on the retrieval mission loses all assignment including which settlement he lives at when he gets back, unless I am right there when he gets back so I can micromanage it manually)
 
There is a chance to make a discovery when you clear a location and place a Mark I beacon. I do not believe there is a list of locations yet.
There is not currently a list. I am working on one for the wiki, but I've run into a bug in the base game that a lot of the searchable locations unsearchable, and I'd like to sort that out with KingGath before we put the info up on the wiki.
I will tell you that the base unlock chance is IMO frustratingly low, but you can increase you chances. The info is here: https://wiki.simsettlements2.com/gameplay/basics/Beacons
Having valentine as a city leader also increases the chances of unlock. Significantly if i recall correctly, but you cannot currently choose your origin settlement so that is only so helpful.

As a general hint/reminder in the meantime, I would say to look in places of industry, and places that might have specialized knowledge. There's probably not a lot of stuff to discovery at Parson's Creamery, for example, but anywhere with heavy industrial machinery is probably a good bet.
 
There is not currently a list. I am working on one for the wiki, but I've run into a bug in the base game that a lot of the searchable locations unsearchable, and I'd like to sort that out with KingGath before we put the info up on the wiki.
I will tell you that the base unlock chance is IMO frustratingly low, but you can increase you chances. The info is here: https://wiki.simsettlements2.com/gameplay/basics/Beacons
Having valentine as a city leader also increases the chances of unlock. Significantly if i recall correctly, but you cannot currently choose your origin settlement so that is only so helpful.

As a general hint/reminder in the meantime, I would say to look in places of industry, and places that might have specialized knowledge. There's probably not a lot of stuff to discovery at Parson's Creamery, for example, but anywhere with heavy industrial machinery is probably a good bet.
Ah right. Yeah I've started my own little list now as well based on what I've come across, but didn't realise that there's a "chance" factor involved with sending out the beacon teams. This essentially means that I could have the right location and not realise it, because I lucked out right?

Discovered that Saugus Ironworks has the Steel Mill plan, so progress is being made I guess.
 
There is not currently a list. I am working on one for the wiki, but I've run into a bug in the base game that a lot of the searchable locations unsearchable, and I'd like to sort that out with KingGath before we put the info up on the wiki.
I will tell you that the base unlock chance is IMO frustratingly low, but you can increase you chances. The info is here: https://wiki.simsettlements2.com/gameplay/basics/Beacons
Having valentine as a city leader also increases the chances of unlock. Significantly if i recall correctly, but you cannot currently choose your origin settlement so that is only so helpful.

As a general hint/reminder in the meantime, I would say to look in places of industry, and places that might have specialized knowledge. There's probably not a lot of stuff to discovery at Parson's Creamery, for example, but anywhere with heavy industrial machinery is probably a good bet.
Thanks so much also for the Nick Valentine trick: I've found that you can essentially dispatch a team, see where they're dispatched from, then go and move Nick Valentine as the leader of that settlement before they come back. Tested this several times now, and yipee, it's resulted in another unlock! Now adding Surtface Mining Operation to my list at the top.
 
Thanks so much also for the Nick Valentine trick: I've found that you can essentially dispatch a team, see where they're dispatched from, then go and move Nick Valentine as the leader of that settlement before they come back. Tested this several times now, and yipee, it's resulted in another unlock! Now adding Surtface Mining Operation to my list at the top.
Now this is good thinking.
 
There is not currently a list. I am working on one for the wiki, but I've run into a bug in the base game that a lot of the searchable locations unsearchable, and I'd like to sort that out with KingGath before we put the info up on the wiki.
You mentioned this earlier and I think I've just come across the same problem. I tried searching Corvega Assembly Plant and got hit with a "Can't do this because there's no Caravan Services with Communications available" (when there clearly is). I tested this by going to Arcjet Systems and placing a beacon, and this worked fine. The distance is all but the same so I don't think this is the factor.

Is this the issue you've hit yourself before?
 
If at that time the caravan in range is considered busy for whatever reason it will say that. I've picked up the beacon waited a little while at the location dropped it again and had it work. One more reason to use the ones in Superstructures addon. Double the available pick ups.
 
If at that time the caravan in range is considered busy for whatever reason it will say that. I've picked up the beacon waited a little while at the location dropped it again and had it work. One more reason to use the ones in Superstructures addon. Double the available pick ups.
Oh interesting I'm not familiar with this - I will check it out. Thanks!
 
Really could use that spoiler list of plan locations.
Not all of these plans are found at specific locations; many use keywords to define location types. Some intuition required.
  • Body Armor Technology - Cambridge Polymer Labs
  • Ceramics Kiln - Offices or Town Ruins
  • Chemical Plant - Hospitals or Laboratories
  • Crusher - Salvage Yards or Warehouses
  • Crystal Cavern - Quarries, Vaults, or Underground Tunnels (caves?)
  • Fiber Optics Factory - Robotic locations
  • Flare Factory - Factories or Military locations
  • Glass Blowers - Schools or Urban Ruins
  • Glue Factory - Factories
  • Military Salvagers - Military locations or Warehouses
  • Munitions Factory - Corvega Assembly Plant or Factories, interior locations only
  • Nuclear Arms - Military locations
  • Nuclear Enrichment - Laboratories, interior locations only
  • Oil Pump Jack - Natural locations or Ships
  • Ore Mine - Quarries or Vaults
  • Paper Mill - Offices
  • Plastics & Polymers - Hospitals or Laboratories
  • Remelting Facility - Salvage Yards or Factories
  • Steel Mill - Saugus Ironworks, interior locations only (?)
  • Surface Mining Operation - Quarries or The Dig
 
Hey folks. I’m trying to unlock the Conversion plots for industrial without using the big cheat. I checked on the Wiki and it says that I need 7 level 3 industrial (which I have) and “plans” as well.

Am I right in thinking that these plans come from sending out salvage teams, and if so, is there a list of which buildings or locations unlock certain plots? If there’s a page on the Wiki that I’ve missed then sorry :) got a bit lost in there!

Any help would be appreciated, thanks guys.

Edit: Started making my own list based on the plans that I find out there. So far:
  • Steel Mill (produces steel): Saugus Ironworks
  • Surface Mining Operation (produces copper, concrete, alumnium): Thicket Excavations. Requires you to complete the quest first, and then clear out the raiders that move in.
  • Glue Factory (produces adhesive): Corvega Assembly Plant
thx for posting was thinking i messed up some how for not getting the mine an other industrial specials ulocked know just have to think from where to trigger the salvaging operations
 
Well, since someone has already posted the keyword spoilers. Here's the full data.
Please note that locations with one or two asterisks after their name cannot actually be searched for salvage, due to a main game bug, although there were intended to be searchable. Please ignore the italics.

Full list of IR unlocks are below, with the keyword associated locations at the bottom.
Industrial Revolution Unlocks:
Body Armor Technology: Cambridge Polymer Labs/ ALWAYS
Brewery: Beantown Brewery or Gwinnett Brewery / ALWAYS -- Obsolete
CeramicsKiln: [OFFICE], [RUINS (TOWN)]
ChemicalPlant: [HOSPITAL], [LABORATORY]
Crusher: [SALVAGE YARD], [WAREHOUSE]
CrystalCavern: [QUARRY], [VAULT], [UNDERGROUND TUNNELS]
FiberOpticsFactory: [ROBOTS]
FlareFactory: [FACTORY], [MILITARY]
GlassBlowers: [SCHOOL], [RUINS (URBAN)]
GlueFactory: [FACTORY]
MagazinePress: Hubris Comics / ALWAYS -- INDOORS ---- Obsolete
MilitarySalvagers: [MILITARY], [WAREHOUSE]
MunitionsFactory: Corvega Assembly Plant, [FACTORY] -- MUST BE INDOORS
NewBugle: The Boston Bugle Building/ ALWAYS -- (INDOORS) --- Obsolete
NuclearArms Production: [MILITARY]
NuclearEnrichment: [LABORATORY] -- INDOORS
OilPumpJack: [NATURAL] [SHIP]
OreMine: [QUARRY], [VAULT]
PaperMill: [OFFICE]
PlasticPolymers: [HOSPITAL], [LABORATORY]
RemeltingFacility: [SALVAGE YARD], [FACTORY]
SteelMill: Saugus Ironworks / ALWAYS -- Indoors
SurfaceMiningOperations: [QUARRY] The Big Dig Location**


Keyword Locations:

Factory:
(FH) Eagles Cove Tannery, (FH) Vim Pop factory, (NW) Bottling Plant*, Atomatoys Factory, Corvega Assembly Plant, Four Leaf Fishpacking, General Atomics Factory, Longneck Lukowskis, Mass Container Shed*, Mass Chemical*, Poseidon Energy*, Poseidon Energy Turbine*, Poseidon Reservoir, Saugus Ironworks, South Boston Factory*

Hospital: Kendall Hospital, Mass Bay Medical Center, Medford Memorial, Milton General**

Laboratory: Cambridge Polymer Labs, HalluciGen, MedTek Research**

Military: (FH) Nucleus Memory Banks*, Federal Ration Stockpile, Fort Hagen*?, Fort Hagen Interior, Fort Strong*, Listening Post Bravo*, National Guard Training Yard, Recon Bunker Theta, South Boston Checkpoint

Natural: Cambridge Crater, Dark Hollow Pond*, Gorski Cabin, Lake Quannapowitt, Spectacle Island*, Walden Pond

Office: Art Studio (SS2 Location), Atomatoys Corporate HQ, BADTFL, Cambridge PD*?, Ticonderoga Station*, VaultTec Office

Quarry: (FH) Northwood Ridge Quarry, Dunwich Borers, Quincy Quarry, Thicket Excavations (after filled and cleared)

Robot: (FH) Nucleus Memory banks Loc*, (FH) Wind farm building interior*, (NW) Galactic Zone*, (NW) Junkyard*, (NW) Starport Nuka*, 35 Court*, ArcJet Systems, Boston Bugle, Boston Public Library*, Cambridge Science Center Gift Shop, Fens Raider Camp*, General Atomics Factory, General Atomics Galleria, Mechanist Lair*, Milton General Hospital*?, Nuka Galaxy, Poseidon Energy, Reeb Marina, RobCo Battlezone, Robco Store**, Starlight interstellar theater, Vault Tec Among the Stars, Wattz

Ruins (Town): (FW) Southwest Harbor, (NW) Bradberton, Barneys Bunker*?, Forest Grove Marsh, Hyde Park, Jamaica Plain*, Lexington*, Nahant Chapel*, Natick Banks**, Quincy Ruins, West Everett Estates

Ruins (Urban): 35 Court*, Back Street Apparel, Boston Bugle, Boston Police Rationing Site, Bottom Feeder Brothel* (SS2 Quest Location), Broken Monorail*, CIT Rotunda, Cambridge Construction Site*, Camp Kendall, College Square, Commonwealth Bank*, Dartmouth Professional*, Esplanade Mansion*, Fens Raider Camp*, Hoarders Apartment*, Hub 360, Joe's Spuckies, Layton Towers, Monsignor Plaza, North End Boxing Gym*, North End Salam Street Cottage*, Old Corner Bookstore*, Pearwood Residences*, Shenleys Oyster Bar*, South Boston Church*, Union's Hope Cathedral*, Warren Theater*, Water Street Apartments*, Waterfront Hotel*, Weatherby Investment Trust*

Salvage Yard: (NW) Hubologist Camp Zone*?, (NW) Junkyard*, Atom Cats Garage*, Big John's Salvage, Hub City Auto Wreckers, Rotten Landfill*, Robotics Disposal Ground**

School: DB Tech High School, East Boston Prep, Shaw High School, Suffolk County Charter School,

Ship: (FH) MS Azalea, USS Constitution, USS Riptide*, Wreck of the FMSN Northern Star, Yangtze*

Underground tunnels: (NW) The Gauntlet*, Concord Underground*, Fen Street Sewers, Mass Pike Tunnels

Vaults: 111*, 114 Tunnel Start* , 118*, 81*, 88**, 95, 75

Warehouse: Goodneighbor Warehouses (3x)** , NH&M Freight Depot*?, Waterfront Warehouse Location* (https://fallout.fandom.com/wiki/Long_Wharf) , Wicked Shipping Fleet Lockup
 
Top